Implement being able to drop through soft platforms (#64)
Reviewed-on: #64 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #64.
This commit is contained in:
@@ -0,0 +1,61 @@
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use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::air::AirborneStateCommon;
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use crate::fighter::state::{ExitContext, FighterState, air, jump};
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#[derive(Debug, Clone, Copy, Hash, Default)]
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pub struct PlatformPassState {
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airborne_state_common: AirborneStateCommon,
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ignored_polygon: usize,
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}
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impl PlatformPassState {
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pub fn new(airborne_state_common: AirborneStateCommon, ignored_polygon: usize) -> Self {
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Self {
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airborne_state_common,
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ignored_polygon
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}
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}
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}
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impl FighterStateImpl for PlatformPassState {
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const NAME: &'static str = "PlatformPass";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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jump::check_input_double_jump(state_context)
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.surface.ignore_polygon(self.ignored_polygon, state_context.game_settings.fighter_common.platform_pass_platform_ignore_duration_frames);
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state_context.velocity.y = state_context.game_settings.fighter_common.platform_pass_initial_downwards_velocity;
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state_context.play_animation(AnimKind::PlatformPass, false);
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}
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fn on_exit(&mut self, state_context: &mut ExitContext) {
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state_context.surface.clear_polygon_ignore(self.ignored_polygon);
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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air::update_standard_motion(state_context, &mut self.airborne_state_common);
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}
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fn check_collision_interrupt(
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&mut self,
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state_context: &mut CollisionContext,
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) -> Option<FighterState> {
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air::collision_interrupt(
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state_context,
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crate::fighter::state::land::LandingType::Normal,
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)
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}
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fn is_visually_grounded<'a>(
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&'a self,
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) -> bool {
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false
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}
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
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}
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}
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